
I Wanna Maker is a precision platformer with a robust level editor and online level sharing, based on I Wanna Be The Guy fangames. Create complex levels using a variety of objects, a powerful events system, and customizable visuals. Browse levels online, take on challenge modes, and more!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English, Korean, Simplified Chinese, Japanese, Portuguese - Brazil
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Reviews
Themes across 93 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
But I barely know her!
アイワナ未経験者です。つまりこれが初です。 なんとかキャンペーンモードのワールド1を全ジェム取得クリアしました。息も絶え絶えです。 家族にアイワナで苦しんでいる人を見るのが大好きな狂人がおり、前々からアイワナやってよと言われていましたが、気乗りせずスルーしていました。 今回も適当にお茶を濁して逃げようと思っていましたが、「クリアしたら一万円あげるよ」と凶悪な餌を鼻先にぶら下げられ、非常に不純な動機で挑戦することに。[strike]見たいからってそこまでする?[/strike] 結果、働いて稼ぐ方がずっと簡単だということが分かりました。 プレイ中は「[b]ステージの作者はキ〇ガイ[/b]」「[b]悪意しかない[/b]」「[b]イカれてやがる[/b]」的な気持ちで満たされていて、頭がおかしくなるかと思いました。実際なった。 しかしちょっとずつ上達してきて、楽しんでいる自分もいるんですよね。 苦しい分、思った通りに進むと達成感があります。クセになる……ってコト!? これからも「頭がおかしくなる!」って叫びながら、少しずつ進めていこうと思います。 なんだかんだ言って、楽しいからね!
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Hours played at review time, across 93 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I Wanna Maker is a creative precision platformer that successfully transforms the demanding style associated with I Wanna Be The Guy fangames into a much broader level-building experience. Developed and published by The Elephant Crew, the game combines challenging platforming with an extensive editor and a large collection of community-created stages. Instead of relying on a traditional campaign as its sole attraction, it provides a framework where players can alternate between overcoming difficult stages and designing challenges of their own. This approach gives the game an unusually long lifespan because its content can continue expanding through the creativity of its community. The platforming itself is built around accuracy, timing, and responsive movement. Hazards such as spikes and other obstacles can require extremely careful jumps, making even seemingly simple sections challenging when creators arrange them in demanding ways. The controls are appropriately precise, which is essential for a game where minor movement errors can mean immediate failure. Repeated attempts are naturally part of the experience, but restarting and learning from mistakes becomes part of the progression. Players accustomed to difficult platformers should quickly understand the appeal, while newcomers may need time to become comfortable with the level of precision some stages demand. The level editor is the defining feature and provides an impressive amount of flexibility. More than 70 objects are available for constructing stages, giving creators enough components to produce anything from straightforward obstacle courses to complicated mechanical challenges. The flexible event system significantly expands what can be achieved because objects and situations can be manipulated to create sequences that go beyond static platform placement. This allows experienced designers to experiment with elaborate ideas while still leaving enough basic tools for beginners to create something playable without immediately mastering every advanced function. Visual customization further strengthens the editor. Blocks, spikes, and backgrounds are available in numerous appearances, and colors can be adjusted to give levels more individual personality. Props, lighting elements, and particle effects provide additional decorative possibilities, allowing ambitious creators to develop distinctive environments rather than merely arranging hazards on generic backgrounds. More than 150 selectable songs help establish different moods, while collectible gems can be placed as optional objectives. Gems are particularly useful because they encourage exploration or additional challenges without necessarily preventing players from completing the primary route. The enormous amount of community content is where these creation tools demonstrate their true value. More than 240,000 user-created levels are advertised, covering a wide spectrum of skill levels and design approaches. This means players who never touch the editor can still find an extraordinary amount of material to experience. Naturally, community-created stages can vary greatly in quality and difficulty, but that unpredictability is also part of the appeal. Discovering clever concepts, unusual mechanics, challenging obstacle arrangements, or impressive visual designs gives browsing the online library a sense of exploration that a fixed campaign cannot reproduce. Competitive players receive additional reasons to master individual stages through speedrun leaderboards. Each level can become more than a challenge of simply reaching the finish because players can attempt to improve their completion times. Watchable replays are especially useful since they provide an opportunity to observe successful approaches and study efficient movement. This combination creates a natural progression from completing a difficult stage to refining a route and eventually competing for faster results. It adds substantial replayability without forcing competition on players who simply want to finish levels at their own pace. The game also provides structured content for anyone who would rather not immediately dive into community creations. Its handcrafted campaign contains dozens of developer-designed levels and offers a more controlled introduction to the platforming mechanics. Challenge modes add variety by selecting levels randomly, testing a player's ability to adapt to unfamiliar situations instead of memorizing one specific course. Players can additionally create custom playlists, share those collections online, and follow favorite creators to keep track of newly released stages. Character appearance customization provides another small but welcome opportunity for personalization. I Wanna Maker's presentation prioritizes functionality and readability rather than elaborate graphical spectacle. Its colorful 2D aesthetic fits the precision-platforming format because hazards and interactive objects generally need to be recognizable immediately. The customization available through the editor prevents the visual experience from becoming completely repetitive, especially when talented creators combine backgrounds, colors, props, particles, and lighting effectively. The large music selection similarly gives creators opportunities to make stages feel more energetic, relaxed, dramatic, or intimidating depending on their intended design. Another major strength is how accessible the overall package is financially. I Wanna Maker is free to play and explicitly operates without monetization. There are no paid upgrades required to access the creation systems described by the game, which makes its extensive feature set particularly impressive. It does require an I Wanna Maker third-party account, although that account supports linking with Steam. Steam achievements, Steam Cloud functionality, and the integrated level editor round out a package that feels considerably more substantial than many free platforming projects. The game's biggest weaknesses come naturally from its design philosophy. Precision platforming can become frustrating for players who dislike frequent deaths, memorization, or repeated attempts. Community-generated content is also inherently inconsistent, so not every downloaded stage will demonstrate the polish or thoughtful balancing of professionally designed material. The editor's deeper systems may require experimentation before creators can take full advantage of them. Players primarily interested in conventional story-driven progression may also find the open-ended structure less satisfying than those who enjoy creation, competition, and endless standalone challenges. Despite those limitations, I Wanna Maker stands out as an impressively complete combination of precision platforming and user-generated creativity. The Elephant Crew provides responsive controls, a substantial editor, powerful event tools, extensive visual customization, optional collectibles, numerous music choices, handcrafted campaign stages, challenge modes, playlists, creator-following features, leaderboards, and replay functionality. Most importantly, these systems complement each other rather than feeling like unrelated additions. Players create levels, the community provides an audience, competitive systems encourage mastery, and discovery features help keep fresh material circulating. For fans of challenging platformers and level editors, it delivers tremendous replay value without asking for a financial investment. Rating: 8/10
挺好的,有 解谜,闯关,追逐战等关卡,还可以自己做
NO!! I WANNA BE THE GUY!!
This game is very good for free, would recommend!
I could be whoever I wanted if I wanted.
Your better off getting all of Tainted Lost's unlocks without ANY Holy Card usage than going out of your way to do Mr. Scribble's Quest deathless on ANY difficulty.
it sucks because I don't like it
This game is sick tight.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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